属性优化
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@ -113,10 +113,8 @@ func (this *apiComp) Awaken(session comm.IUserSession, req *pb.HeroAwakenReq) (c
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}
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}
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err1 = this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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if err1 != nil {
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this.module.Errorf("ChangeHeroProperty err!")
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}
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this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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chanegCard = append(chanegCard, _hero)
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: chanegCard})
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session.SendMsg(string(this.module.GetType()), Awaken, &pb.HeroAwakenResp{Hero: _hero})
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@ -120,10 +120,7 @@ func (this *apiComp) Resonance(session comm.IUserSession, req *pb.HeroResonanceR
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}
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}
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err1 = this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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if err1 != nil {
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this.module.Errorf("ChangeHeroProperty err!")
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}
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this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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changeHero = append(changeHero, _hero)
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: changeHero})
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@ -146,10 +146,8 @@ func (this *apiComp) StrengthenUpSkill(session comm.IUserSession, req *pb.HeroSt
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}
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ChangeList = append(ChangeList, _costHero)
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: ChangeList})
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err1 = this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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if err1 != nil {
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this.module.Errorf("ChangeHeroProperty err!")
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}
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this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: []*pb.DBHero{_hero}})
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session.SendMsg(string(this.module.GetType()), StrengthenUpSkill, &pb.HeroStrengthenUpSkillResp{Hero: _hero})
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return
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@ -176,11 +176,8 @@ func (this *apiComp) StrengthenUpStar(session comm.IUserSession, req *pb.HeroStr
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code = pb.ErrorCode_DBError
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this.module.Errorf("update hero skill failed:%v", err1)
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}
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err1 = this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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if err1 != nil {
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code = pb.ErrorCode_Unknown
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this.module.Errorf("ChangeHeroProperty err!")
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}
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this.module.modelHero.ChangeHeroProperty(session, _hero) // 重新计算属性
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chanegCard = append(chanegCard, _hero)
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session.SendMsg(string(this.module.GetType()), "change", &pb.HeroChangePush{List: chanegCard})
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session.SendMsg(string(this.module.GetType()), StrengthenUpStar, &pb.HeroStrengthenUpStarResp{Hero: _hero})
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@ -67,7 +67,10 @@ func (this *apiComp) StrengthenUplv(session comm.IUserSession, req *pb.HeroStren
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code = pb.ErrorCode_HeroIsLock
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return
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}
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if _expHero.CardType != comm.CardTypeLevel {
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code = pb.ErrorCode_HeroTypeErr
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return
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}
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if v > _expHero.SameCount { // 校验数量
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code = pb.ErrorCode_HeroNoEnough
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return
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@ -77,8 +80,8 @@ func (this *apiComp) StrengthenUplv(session comm.IUserSession, req *pb.HeroStren
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if expConf != nil {
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addExp += expConf.Heroexp * v
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}
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costGold = expConf.Needgold * v // 需要消耗的金币
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if _expHero.SameCount < v { // 消耗经验卡片数量不足
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costGold += expConf.Needgold * v // 需要消耗的金币
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if _expHero.SameCount < v { // 消耗经验卡片数量不足
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code = pb.ErrorCode_HeroNoEnough
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return
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}
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@ -96,18 +99,16 @@ func (this *apiComp) StrengthenUplv(session comm.IUserSession, req *pb.HeroStren
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curLv = _hero.Lv
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curExp = _hero.Exp // 当前英雄的经验
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maxLv := _hero.Star * comm.HeroStarLvRatio
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// 校验当前能不能升级
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if _hero.Lv >= _hero.Star*comm.HeroStarLvRatio { // 达到最大等级
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if _hero.Lv > maxLv { // 达到最大等级
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code = pb.ErrorCode_HeroMaxLv
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return
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}
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var maxLv int32 // 校验等级达到上限
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maxLv = _hero.Star * comm.HeroStarLvRatio
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_data := this.module.configure.GetHeroLv(curLv)
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if _data != nil {
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if maxLv <= _hero.Lv && curExp >= _data.Heroexp[0].N { // 加经验之前校验是否达到最大等级
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if maxLv == _hero.Lv && curExp >= _data.Heroexp[0].N { // 加经验之前校验是否达到最大等级
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code = pb.ErrorCode_HeroMaxLv
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return
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}
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@ -142,10 +143,6 @@ func (this *apiComp) StrengthenUplv(session comm.IUserSession, req *pb.HeroStren
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code = pb.ErrorCode_HeroNoExist
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return
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}
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if _hero == nil {
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code = pb.ErrorCode_HeroNoExist
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return
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}
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this.module.Debugf("升级后当前等级: %d,经验: %d,需要消耗的金币: %d,增加的经验: %d", curLv, curExp, costGold, addExp)
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@ -155,14 +152,12 @@ func (this *apiComp) StrengthenUplv(session comm.IUserSession, req *pb.HeroStren
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return
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}
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// 消耗金币
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res := make([]*cfg.Game_atn, 0)
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_d := &cfg.Game_atn{
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A: "attr",
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T: "gold",
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N: costGold,
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}
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res = append(res, _d)
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code = this.module.ConsumeRes(session, res, true)
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code = this.module.ConsumeRes(session, []*cfg.Game_atn{_d}, true)
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if code != pb.ErrorCode_Success {
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return
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}
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@ -177,10 +172,7 @@ func (this *apiComp) StrengthenUplv(session comm.IUserSession, req *pb.HeroStren
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_changeHero = append(_changeHero, _costExpHero[k])
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}
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err1 := this.module.modelHero.ChangeHeroProperty(session, _hero) // 推送属性变化
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if err1 != nil {
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this.module.Errorf("ChangeHeroProperty err!")
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}
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this.module.modelHero.ChangeHeroProperty(session, _hero) // 重新计算属性值
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_changeHero = append(_changeHero, _hero) // 升级后的英雄 hero id 不变
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if newhero != nil {
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@ -55,7 +55,7 @@ func (this *ModelHero) initHero(uid string, heroCfgId string) *pb.DBHero {
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Energy: make(map[int32]int32),
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Property: make(map[string]int32),
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}
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this.PropertyCompute(uid, newHero)
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this.PropertyCompute(newHero)
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this.initHeroSkill(newHero)
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return newHero
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}
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@ -389,7 +389,7 @@ func (this *ModelHero) mergeEnegryProperty(uid string, hero *pb.DBHero, data map
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//属性计算 - 暂时放在modelHero里实现
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//英雄基础属性 + 英雄等级基础属性 * 英雄成长系数 + 英雄星级对应等级属性 * 英雄品质系数
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func (this *ModelHero) PropertyCompute(uid string, hero *pb.DBHero) {
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func (this *ModelHero) PropertyCompute(hero *pb.DBHero) {
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//英雄等级基础属性levelup
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heroLvCfg := this.moduleHero.configure.GetHeroLv(hero.Lv)
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@ -457,11 +457,12 @@ func (this *ModelHero) PropertyCompute(uid string, hero *pb.DBHero) {
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comm.Atk: int32(math.Floor(atk)),
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comm.Def: int32(math.Floor(def)),
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}
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}
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//重新计算英雄属性
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func (this *ModelHero) ChangeHeroProperty(session comm.IUserSession, hero *pb.DBHero) (err error) {
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this.PropertyCompute(session.GetUserId(), hero) //重新计算 property 的值
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this.PropertyCompute(hero) //重新计算 property 的值
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update := map[string]interface{}{
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"property": hero.Property,
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}
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@ -92,9 +92,7 @@ func (this *Hero) UpdateEquipment(session comm.IUserSession, hero *pb.DBHero, eq
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//英雄列表
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func (this *Hero) GetHeroList(uid string) []*pb.DBHero {
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heroes := this.modelHero.getHeroList(uid)
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// for _, h := range heroes {
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// h.Property = this.modelHero.PropertyCompute(uid, h)
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// }
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return heroes
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}
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